WO2015138191A1 - Système de jeu pour jouets modulaires - Google Patents

Système de jeu pour jouets modulaires Download PDF

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Publication number
WO2015138191A1
WO2015138191A1 PCT/US2015/018560 US2015018560W WO2015138191A1 WO 2015138191 A1 WO2015138191 A1 WO 2015138191A1 US 2015018560 W US2015018560 W US 2015018560W WO 2015138191 A1 WO2015138191 A1 WO 2015138191A1
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WO
WIPO (PCT)
Prior art keywords
game
user
modules
data
physical
Prior art date
Application number
PCT/US2015/018560
Other languages
English (en)
Inventor
James William Scott
Haiyan Zhang
Nicolas Villar
Greg Saul
Alexandra Keeley BUNTING
Lee Jason SCHUNEMAN
Philip Robert Harrison
Jonathan Steven ROBINSON
Sabina LOPEZ-MORENO
Simone Rita THOMAS
Patrizio Spadoni
Alex Hall
Tariq ADACI
Levi NAESS
Sébastien VANDENBERGHE
Alma Coyolxauhqui SALINAS LOPEZ
Simon Jay CARTER
Original Assignee
Microsoft Technology Licensing, Llc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Microsoft Technology Licensing, Llc filed Critical Microsoft Technology Licensing, Llc
Priority to CN201580013139.2A priority Critical patent/CN106061568B/zh
Priority to EP15762353.9A priority patent/EP3116614B1/fr
Publication of WO2015138191A1 publication Critical patent/WO2015138191A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • A63F13/235Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/98Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers

Definitions

  • a user can interact with a computer game and typically a user controls the game via a keyboard and mouse, games controller (which may be handheld or detect body movement) or touch screen, dependent upon the platform on which the game is being played (e.g. computer, games console or handheld device).
  • games controller which may be handheld or detect body movement
  • touch screen dependent upon the platform on which the game is being played (e.g. computer, games console or handheld device).
  • a number of games have also been developed in which gameplay is enabled (or unlocked) through the use of physical character toys which are placed on a custom base connected to a games console. By placing different toys on the custom base, different gameplay is enabled.
  • An interactive computer game which works in conjunction with a number of physical modules that a user can connect together in different ways to form a coherent physical whole object.
  • the game receives data from the object via a wireless link, the data identifying at least which modules form part of the object and updates game play based on the data received.
  • the game presents an objective or goal to the user which the user can only achieve by interacting with the physical object formed from the modules.
  • this interaction comprises re-arranging the modules or swapping modules to form an object with a different visual appearance, moving all or part of the object and/or interacting with a sensor on a module in the object.
  • the game may receive further data from the object during the user interaction.
  • FIG. 1 is a schematic diagram of a gaming system comprising an interactive computer game which runs on a computing-based device and interacts with a plurality of modules;
  • FIG. 2 shows an enlarged view of the coherent physical whole object shown in FIG. 1;
  • FIG. 3 shows flow diagrams of two example methods - an example method of operation of the interactive computer game and an example method of operation of a module or object;
  • FIG. 4 shows diagrams illustrating a number of examples of directed game play scenarios
  • FIG. 5 shows schematic diagrams of different ways virtual representation of the object may be achieved within a virtual phase of game play
  • FIG. 6 is a schematic diagram of another gaming system comprising an interactive computer game which runs on a computing-based device and interacts with a plurality of modules;
  • FIG. 7 illustrates an exemplary computing-based device in which embodiments of the methods described herein may be implemented.
  • An interactive computer game is described below which is designed to work with a collection (or set) of physical modules that a user can connect together in many different ways (using two or more modules from the set) to form a coherent physical whole object.
  • the object may be formed from three or more modules from the set.
  • the physical modules once formed into an object by a user, act as a user input device for the game such that a user can affect the operation of the game by interacting with a virtual representation of the object within the game and also by interacting with the physical coherent whole object itself.
  • the operation of the game is affected by the particular modules which are put together to form the object.
  • User interaction with one or more modules or one or more objects (formed from modules) translates into inputs to the game and the translation (from user interaction to game input) may be performed within a module, object and/or within the game.
  • the game inputs and hence the user interactions) affect the operation of the game.
  • the game also provides directed game play.
  • the game presents goals or objectives to the user (who might also be referred to as a player) where those goals / objectives require the player to interact with the modules in order to further progress within the game, i.e. the user cannot achieve the goal / objective without interacting with the modules.
  • the interaction may be with the object as a whole (where the object is formed from two or more modules), with a plurality of objects or with one or more modules that are part of an object.
  • a user may need to rearrange the modules, swap modules in / out of the object (e.g. so the object is formed from modules A, B, D instead of A, B, C), move one or more modules (e.g.
  • the user may be able to progress to a new level, achieve a higher score, win a contest, unlock additional features (e.g. hidden features, mini-games, new levels, etc.) within the game, get an "achievement" awarded to them, assist other players in cooperative multiplayer scenarios, play against other players in competitive multiplayer scenarios, or otherwise achieve the objective set.
  • additional features e.g. hidden features, mini-games, new levels, etc.
  • the progression which is achieved through the interaction with modules may be linear progression (e.g. progression to the next level) or may be non-linear progression which results in an enhancement to the game play.
  • the interaction may unlock some optional content e.g. additional virtual clothing for the virtual character which is not required to complete the main storyline of the game.
  • the directed game play may be explicit, in that the goals / objectives and the corresponding need to interact with the modules are clearly communicated to the user (e.g. through messages within the graphical user interface, GUI) and this is shown in the first two examples in FIG. 4 (described below).
  • the goals / objectives and/or the need to interact with the modules may be implicit, in that the goals / objectives or required arrangement of modules are known to the game but are not communicated to the user and must be discovered by the user and this is shown in the third example in FIG. 4 (described below).
  • the use of implicit directed game play adds further challenges to the user and enhances the user experience.
  • a user may need to interact with the whole object (e.g. by moving a vehicle around a track) in order to further progress within the interactive software experience.
  • the user may be required to: add or remove modules from the coherent whole, e.g. to equip a particular weapon; to swap modules between multiple coherent whole objects (e.g. to transfer an "arm" from one robot to another robot), or to use input capabilities on the object or its constituent modules, e.g. to rotate a module in its socket, or to tap a module equipped with a button, accelerometer or other sensor, etc.
  • directed play may have more abstract goals requiring the user to formulate tactics or strategies for using the modules.
  • modules may have different capabilities to attack or defend in certain ways, and the player must try to beat an opponent by swapping in and out modules in a way to maximize the chance of causing damage to the opponent while reducing damage caused to their own game character.
  • FIG. 1 is a schematic diagram of a gaming system 100 comprising an interactive computer game 102 which runs on a computing-based device 104 and interacts with a plurality of modules 106.
  • the game software 102 (which comprises device-executable instructions, which when executed implement the features described herein) may be stored on the computing-based device 104 or may be stored remotely.
  • the game may be implemented in a client/server fashion so that some of the game (e.g. the user interface) is running locally on the device 104, while some may be running on a remote server.
  • the modules 106 can be connected together by a user to form a coherent physical whole object 108 which communicates with the game software 102 (directly or via a server).
  • the system 100 may further comprise a remote (e.g. cloud-based) server (or collection of servers) 110 which may, for example, store information about the modules and/or the game software and this is described in more detail below.
  • a remote server e.g. cloud-based server (or collection of servers) 110 which may, for example, store information about the modules and/or the game software and this is described in more detail below.
  • FIG. 1 shows a single object 108, in other examples there may be more than one object 108 which interacts with the game 102, multiple computing devices 104 (e.g. for multiplayer scenarios or for advanced single player scenarios), or multiple games 102.
  • FIG. 2 shows an enlarged view of the coherent physical whole object 108 shown in FIG. 1.
  • each module 106, 202, 204 comprises a storage element 206 (e.g. a memory) and one or more connectors 208, 210.
  • the connectors 208, 210 physically attach the modules 106, 202, 204 together and may also pass data and power between modules.
  • the storage element 206 which may be integrated within a connector (e.g. as shown in module 204 in FIG. 2) or separate from a connector (e.g. as shown in module 202 in FIG.
  • ID an identifier of the module
  • module data data relating to the module
  • the IDs are used by the game 102 to identify which modules 106 have been used to form the object 108, and this in turn affects the game play as described below.
  • the coherent physical whole object 108 is physically attached together to form a single object, i.e. requiring a deliberate action by the user to detach (e.g. an applied force to overcome a mechanical friction fit or a magnetic attachment holding the modules together, or an unclasping or threading action so that a module can be removed or disconnected from an adjacent module).
  • a deliberate action by the user to detach e.g. an applied force to overcome a mechanical friction fit or a magnetic attachment holding the modules together, or an unclasping or threading action so that a module can be removed or disconnected from an adjacent module.
  • the coherent physical whole object 108 is moveable freely (e.g.
  • the coherent physical whole object 108 may comprise mechanical articulation or movement affordances, e.g. it may have joints such as hinges, or some elements may be mobile compared to other elements, e.g. sliding or rotating with respect to one another.
  • the modules 106, 202, 204 comprise sub-components of a single game piece (which may be referred to as a modular toy) with a game piece comprising two or more (or in some examples, three or more) modules.
  • Each module may, for example, represent parts (e.g. head, body, limbs) of a humanoid / animal / mystical character (e.g. a human, animal or robot), vehicles or parts thereof (e.g. chassis, wheels, roof, etc.), accessories for a vehicle or character (e.g. weapons, clothing, armor, or other objects which the character may wear / carry / hold), tracks (e.g. for a car, train, human, animal or other mobile object), bricks (e.g.
  • baseboards or levels e.g. where the tracks / bricks / baseboards / levels may form part of a playset such as a train set, model village, tower block, dolls house or other construction
  • parts of an educational toy e.g. parts of a molecular model, skeleton or body, etc.
  • At least one of the modules 106, 202, 204 in the coherent physical whole object 108 comprises a communications module 212 which enables the module 202 to communicate with the game software 102.
  • Any suitable wireless communication technology may be used and in various examples Bluetooth®, Bluetooth® Low Energy (BLE), WiFiTM, WiFiTM Direct, 802.15.4, etc. may be used.
  • the communications module 212 may communicate directly with the computing device 104 running the interactive computer game 102 (e.g. smartphone, tablet computer, games console, etc.) or may communicate via a network (e.g. a home network or the internet) or intermediary device (e.g. a wireless access point) or intermediary server (e.g. cloud server).
  • a network e.g. a home network or the internet
  • intermediary device e.g. a wireless access point
  • intermediary server e.g. cloud server
  • the information which is communicated from the coherent physical whole object 108 to the interactive computer game 102 may include the IDs of the modules 106, 202, 204, information about their arrangement (which may be referred to as topology information), sensor data (if any of the modules include sensors), some or all of the module data stored in the modules etc.
  • this module 202 (which may be referred to as a core module) may aggregate the data for the other modules 204 in the object 108 (which may be referred to as peripheral modules) and send the aggregated data to the interactive computer game 102.
  • each module may communicate data about itself to the interactive computer game 102.
  • any module that comprises a communication module 212 may send its own data and optionally data for one or more other modules within the object 108.
  • one or more of the modules may also comprise a processor arranged to collect the IDs of other modules (e.g. all modules or a subset of modules) connected to form the coherent physical whole 108 and to collect other data from each of the modules.
  • the processor may be a microprocessor, controller or any other suitable type of processor for processing computer executable instructions to control the operation of the core module in order to collect data from connected modules.
  • the data may be collected by a core module from each of the connected modules directly (e.g. via a bus which is electrically connected via the connectors or other means, such as using NFC, QR codes or computer vision).
  • each module may collect information on its neighbors such that a core module aggregates the data provided by its direct neighbor modules.
  • the modules 106, 202, 204 may comprise additional elements not shown in FIG. 2, such as batteries, sensors, actuators, displays, additional hardware logic, etc.
  • FIGs. 1 and 2 show one module 106, 202 as a robot body and the other modules 106, 204 as the head and limbs, each of the modules can have any physical form factor (e.g. any shape of external housing) which is compatible with the other modules (i.e. each module is shaped such that it can connect to at least one other module, without the outer housing clashing). Further examples are shown in FIG. 4 (described below).
  • the first method 31 is an example method of operation of the interactive computer game 102 and the second method 32 is an example method of operation of a module 106 or object 108.
  • the computer game 102 receives data from a plurality of modules (block 302). These modules may be connected together by a user to form a single object 108 or more than one object.
  • the data received comprises the IDs of each of the modules in the object(s) and in various examples additionally comprises other data such as some or all of the module data stored within the modules and/or topology information.
  • operation of the computer game is updated (block 304).
  • the updating of the operation of the game may comprise displaying a graphical representation of the object(s) within the GUI and/or updating game state.
  • the updating of game state may, for example, comprise one or more of changing the state of virtual objects or properties of such virtual objects (e.g. noting that the virtual character now has armor and so a higher "defence” rating), updating game engine state (e.g. noting that a modular object now has another piece, and computing the object's updated topology, shape, length and applying that data to the game engine) which may include physics engine state (e.g. modelling the mass or moment of inertia of virtual characters/items), etc.
  • the updating of the operation of the game may comprise unlocking particular features, levels, games (e.g. side quests, mini-games), experiences etc. dependent upon the particular modules which form the object (e.g. a fishing game may be unlocked if the object includes a module which is shaped like a fishing rod).
  • the computer game presents one or more objectives (or goals) to the user which require the user to interact with the modules in order to progress within the game (block 306). This is the directed game play as described above.
  • further data (or updated data) may be received from the modules (block 302) and used by the computer game to determine if the objective (set in block 306) has been met (in block 304).
  • this further data may be received during user interaction with the object (e.g. such that the game can determine when the objective is nearly met or whether a user is progressing in the right direction to achieve an objective or in an incorrect direction).
  • the computer game may substantially continually communicate with the object / modules to determine whether the object has been met.
  • the computer game may sense the changes made by the user while they are making the changes (e.g. by detecting in real time the addition and removal of modules). This involves the coherent physical whole object maintaining the communication capability with the computer game whilst it is being re-arranged (rather than going offline during the time while the user re-arranges the modules or otherwise re-assembles the object).
  • This real time sensing of changes enhances user experience and game play as the computer game may be able to represent the changes as they happen (e.g. within a GUI) and/or provide hints to the user where the user is finding it difficult to achieve the objective (e.g.
  • the progression that is achieved by interacting with the modules (and meeting the objective) may be the enabling of new features within the game, the completion of a level or challenge, the achieving of a new high score, etc.
  • further game play may be blocked unless the objective is met by the user and in other examples the game play may continue but the user experience may be enhanced in response to achieving the defined objective.
  • the method 31 may then be repeated, with further objectives being set by the computer game for the user (in block 306).
  • FIG. 3 shows a single objective being set at a time, in various examples, multiple objects may be set in parallel.
  • the objectives which are presented to the user may be pre-defined and stored within the game software. Alternatively they may be generated dynamically (block 305). In various examples, they may be generated based at least in part on the information received from the modules (in block 302), e.g. they may be dependent on the particular combination of modules that the user has assembled into an object and/or the particular topology of the object. In various examples, the objective which is set may be generated based on the user's history (e.g. past performance) within the game or based on any other characteristics of the user or information about the user. Data detailing the user's history may, for example, be stored by the game itself or alternatively may be stored on a remote server (e.g. remote server 110 in FIG.
  • a remote server e.g. remote server 110 in FIG.
  • the objectives are dynamically generated, this may comprise one or more of: choosing an objective or goal from a pre-existing list of possible objectives/goals (e.g. based on a characteristic of the user or another factor described above), creating an objective/goal based on random factors and using existing gameplay to date to influence the choice/creation of objective/goal.
  • the entire game play may involve the setting of user goals (in block 306) and then detecting whether they have been achieved (based on data received in block 302) and responding to the user interaction which is identified based on the data received (e.g. as in the second example in FIG. 4, described below).
  • there may be aspects of non-directed play within the game play either in parallel with the setting of objectives or for periods in between the setting of objectives by the computer game (in block 306).
  • the game play may switch between directed and non- directed play autonomously or in response to user input and similarly a user may switch between interaction with the virtual object and interaction with the physical object.
  • the computer game may update the game play (in block 304) based on both data received from the modules (in block 302) and additional data accessed from a remote server 110 (block 308).
  • This remote server 110 may, for example, store additional data about each of the modules, data about which modules each user owns, user history (as described above), etc.
  • the remote server may store a plurality of data records, each data record relating to a physical module 106 and comprising the ID of the module, one or more properties of the module and optionally an identifier for the owner or manufacturer of the module.
  • One or more of these fields e.g.
  • module ID and/or owner ID may be verified by an authentication service which provides a method of securely verifying properties about a field's value (e.g. that the owner is correct, that the module ID has been issued to the module by a trusted party and is therefore not counterfeit, etc.).
  • the properties field(s) within a data record may comprise any property of the module to which the record relates (as identified by the module ID).
  • properties include, but are not limited to: GPS location data for the module (e.g. a "home" location and/or a current location), interoperability data (e.g. which other modules or types of modules the module can interwork with and/or which interactive software experiences the module can be used with), statistics for the module (e.g. length of time in use, etc.), virtual objects associated with the module (e.g. where these objects have been collected within an interactive software experience), permissions associated with the module (e.g.
  • the data may be used in generating the objective which is then presented to the user (in block 306).
  • the objective which is set may involve swapping out some or all of modules A, B, C and D to be replaced by one or more of modules E, F, G and H.
  • objectives which are set a user can be tailored to be specific to them (rather than being generic and applicable to all users). This may enhance the overall user experience within the game. Objectives or optional objectives could also involve additional modules which the user does not own, e.g. those which are owned by their friends which they may borrow.
  • the second flow diagram 32 in FIG. 3 shows an example method of operation of a module 106, 202, 204 or an object 108.
  • a module within an object sends initial configuration data to the interactive computer game (block 312).
  • This configuration data includes the module's ID and may comprise data (e.g. IDs) for just the module or for the module and other modules within an object.
  • other data may be communicated in addition to IDs, such as topology information (e.g. the specific arrangement of modules within the object), module data stored within the module, orientation data (e.g. identifying a particular orientation of one or more modules), sensor data (e.g. where the module, or a connected module, comprises a sensor), etc.
  • an object 108 may comprise multiple modules performing the method 32 or a single module within the object may perform the method 32 and communicate data about all the modules within the object 108.
  • updated configuration data is also sent to the computer game (block 316).
  • a module may detect a change in configuration of the module / object or user interaction with the module / object (block 314), e.g. as a result of sensors and/or monitoring an electrical bus within the object, and this may trigger the sending of updated configuration data (in block 316).
  • the updated configuration data may be sent substantially continuous (e.g. few seconds or more frequently), in real time, such that the computer game is notified of user interaction with the object as it happens, rather than only being notified after the interaction (e.g.
  • the configuration data may be checked (in block 316) periodically and compared to previously sent configuration data to determine whether there has been any change in the configuration data (and hence a change in configuration or user interaction). Detection of any difference when performing the comparison may trigger the communication of updated configuration data to the game (in block 316). It will be appreciated that the updated configuration data that is sent (in block 316) may be the full configuration data or may only identify the differences in the current data compared to the previously sent data. In other examples, however, the updated configuration data may be sent periodically (e.g. every minute) and the step of detecting a change (block 314) may be omitted.
  • the game play may involve more than one object 108.
  • the sending of updated configuration data may be triggered by the detection of proximate objects / modules (block 318).
  • the updated configuration data which is sent to the game in block 316) may identify which modules have been identified as being proximate (e.g. their module IDs).
  • FIG. 4 shows diagrams illustrating a number of examples of directed game play scenarios.
  • the game may be a racing game which may either be played in the virtual world (within the game) with a vehicle based on the particular physical vehicle 410 assembled using modules (chassis 412, wheels 414) or may be played in the real world using remote control physical vehicles 410 (where a core module 202 within the object may comprise the remote control functionality and may be controlled by a games controller, app running on a smartphone or other device) with data being communicated back from the vehicle to the game.
  • the physical vehicle may be pushed around by the user or may be self-propelled (in which case, the environment, such as the living room floor with obstacles such as furniture, cushions, etc. may be sensed and rearranged by the user).
  • the game may display an objective 416 within the GUI 418 telling the user to redesign their car to beat the speed record.
  • the user may have two other sets of wheels 420, 422 and so may pick one of them to try or may try each in turn in order to try and achieve the objective set by the computer game.
  • the directed play encourages an aspect of game play within the physical world (rather than just assembling the object once at the start and then not changing it) and so enhances the overall user experience.
  • the redesigning of the car may be performed outside of the game play, with the game play waiting to receive details of the revised configuration (e.g. using the method shown in FIG. 3), in various examples the game play may continue whilst the user is redesigning the car (or otherwise reconfiguring or interacting with the physical coherent whole object) such that the time taken by the user to perform the interaction has an effect on the game play.
  • the racing example there may be other cars (e.g. virtual cars, AI controlled physical cars, cars controlled by other users, etc.) that continue the race whilst the reconfiguration is performed. This has the effect that a user not only needs to reconfigure their car appropriately (e.g. to select the right set of wheels) but also do so quickly.
  • the game may be an educational game with the modules 430-436 representing different atoms (Oxygen, O 430, Hydrogen, H 432, Sulphur, S 434) and the bonds 436 between them.
  • a user may have generated three objects: oxygen gas 438 (O2), water 440 (H2O) and sulphur dioxide 442 (SO2) and may be challenged by the game (in the form of an objective 444 displayed within the GUI 446) to create sulphuric acid 448 (e.g. as part of a lesson relating to industrial pollution).
  • O2 oxygen gas
  • SO2 sulphur dioxide
  • the game can determine whether the correct object (i.e. object 448) has been created and if not, may provide hints or more detailed instructions to assist the user in achieving the objective.
  • the directed game play enhances the user experience and learning by involving physical play. Assembling chemical structures using the physical modules may also be much easier for users (particularly younger or less proficient computer users) than manipulating atoms and bonds in the virtual world (e.g. using a keyboard and/or mouse).
  • the game may be an adventure game where the main character (object 450) meets various challenges and other characters which he may need to defeat to progress within the game.
  • the objective 452 which is displayed within the GUI 454 does not explicitly identify the changes that must be made to the object 450 but instead gives details of a new event within the game world, in this case the entrance of a new character (character X) in the same room as the main character within the virtual world.
  • This objective provides a clue (or hint) to the user that they might wish to reconfigure the object 450 to meet any challenges posed by the new arrival and in this example, the user swaps weapons 456, 458 and adds a shield 460.
  • the operation of the interactive computer game is affected by both a user interacting within the physical object 108 and the user interacting with a virtual representation of the object 108, and hence the game software may comprise device-executable instructions to update operation for both styles of game play.
  • a user may create a coherent physical whole object initially (physical interaction) and then interact with a virtual representation of the object within the game
  • the directed game play i.e. the setting of objectives
  • the switching between virtual interaction and physical interaction may be triggered by the game itself (e.g. realtime dynamic changes as part of the game), by the user (e.g. in response to pressing a particular button or control), or a combination of the game and the user.
  • a user may initially create the object from the modules and interact with a virtual representation of the object in the virtual phase. Once an objective is set, the game play switches to physical interaction with the coherent physical whole object. After the user has physically interacted with the modules / object (in order to meet the objective), the play may revert back to virtual interaction for a period of time until a next objective is set.
  • the user may perform input with the physical object only, while the virtual object is used as output to the user.
  • both the objectives may be accomplishable using both physical or virtual interfaces, albeit they may have different affordances/constraints, allowing the user to swap between then in a dynamic fashion depending on how they prefer to play or how they think the objective is best achieved at that point in the game.
  • a virtual representation 510 of the object 108 assembled by the user may be displayed on a display screen 512 connected (or integral) to the computing- based device 104 on which the game is running, as shown in the first schematic diagram 501 in FIG. 5. This may be displayed irrespective of whether the user is interacting with the virtual representation or interacting physically with the object, or may only be displayed when the user is interacting virtually.
  • the virtual representation may be projected onto the object 108 itself (e.g. to project, using projector 513, an injury 514 onto a limb of the object 108 when the character is hurt as shown in the second schematic diagram 502 in FIG. 5) or on to other items, such as the surrounding environment for the object (e.g. project the virtual environment into the physical world, such as a forest scene onto the carpet and any items of furniture around the object).
  • an augmented reality display may be used in addition to or instead of the techniques shown in the first two schematic diagrams 501-502.
  • the user 516 appears to view the object 108 "through" a handheld display 518 (e.g. a smartphone, tablet computer, etc.).
  • the GUI 520 displayed on the display 518 shows a virtual representation 522 of the object 108 and superimposes additional elements, such as a background environment, facial features and expressions, etc. If a user moves the display 518 with respect to the object 108 (e.g.
  • the view of the virtual representation 522 changes accordingly (to 522') to show the object 108 (and the surrounding environment) from above.
  • a standard user input device may be used for this virtual interaction, such as a keyboard, mouse, games controller (including camera based games controllers), touch-sensitive display, etc.
  • the display on the device 104 running the interactive game 102 may continue to be updated and may, for example, provide sound effects, background noise and/or visual effects to enhance the physical play.
  • the computer game may produce sound effects for the vehicle (e.g. the sound of the engine roaring) and also background sounds (e.g. the sound of other cars in the race, crowds cheering, etc.) and the display may show the vehicle's surroundings (e.g. other cars in the race, the crowds, the track, etc.).
  • the game may control some of the actions of the object 108 during a period when a user is interacting with the physical object, e.g. where one or more of the modules within the object comprises one or more actuators which can be controlled remotely by the game.
  • the user may interact with the physical object (and this results in inputs to the game) and additionally the game sends control signals to the physical object which result in actions of the object (e.g. moving limbs, flashing LEDs, etc.).
  • one of the physical objects may be controlled entirely by the game (and not by the user), such that they are a physical equivalent of a non-playable character in a virtual world.
  • this may be part of online game play in which the object (or modules from which it is formed) is in communication with the interactive computer game.
  • this may part of offline game play when there is no communication between the physical coherent whole object the interactive computer game.
  • the above description of the physical interaction relates to the online physical game play as the object is able to communicate with the interactive computer game, although as described above (and shown in FIG. 3), this communication may be periodic and need not be continuous.
  • the object 108 cannot communicate with the interactive computer game and this may, for example, be because the user has taken the objects away from the computing-based device on which the game runs (e.g. into a school playground, the garden, etc.) or because connectivity has been lost for any other reason (e.g. the computing-based device is switched off or the game has been closed).
  • objects / modules may record events (e.g. interactions by the user) and/or encounters (e.g. proximate modules / objects) so that the interactive game can be updated when the object reconnects to the game and in some examples, the interactive game may use the recorded data (from during the offline game play) to replay the events / encounters in the virtual world.
  • proximate objects / modules may communicate with each other. This communication may involve sharing of game state data (e.g. data which may be stored in the storage element within a module) and in various examples, proximate objects may communicate to agree an outcome of an encounter to enable each object (i.e. one or more modules within each object) to individually update locally stored game state (i.e. game state stored within a module) as a result of the encounter.
  • game state data e.g. data which may be stored in the storage element within a module
  • proximate objects may communicate to agree an outcome of an encounter to enable each object (i.e. one or more modules within each object) to individually update locally stored game state (i.e. game state stored within a module) as a result of the encounter.
  • two robot-like objects may be brought together for a battle by one or more users during an offline physical phase of game play. The outcome of the battle (e.g. which robot won and which robot lost) may be determined by the two objects comparing game state (e.g.
  • the game state which is used to determine the outcome may be stored within the storage elements in the modules and the updated game state (following the battle) may also be stored in the storage elements in the modules.
  • some of the interaction between proximate objects may be user-initiated (e.g. a user intentionally brings the two objects together, causing the recording of an encounter, etc.) and other interaction may be autonomous (e.g. an object records encounters with any proximate objects).
  • the game may give the player a bonus if their physical model has encountered other game models during the offline game play.
  • the game may comprise a goods-trading experience and when two objects pass they negotiate to exchange virtual goods according to their users preset selling/buying prices for such goods. In these cases the user may not be aware of which other user around them was also carrying a compatible offline gaming object.
  • the identities of the users that meet each other may be recorded and used to influence the game, e.g. in the virtual city game a virtual road might open up so that the character can visit other users' virtual cities if they were proximate during the offline game play.
  • the other drivers in a race may be chosen to be identities corresponding to the people who the user has physically been proximate to via their objects sensing each other.
  • the object-object communication described above as occurring within the offline game play may also occur during the online game play.
  • the user experience may be enhanced because the objects are controlled by the online computing device(s), which may be able to present a different game experience to users than any built-in (and limited) computing facilities of the object(s) themselves can.
  • the object(s) cannot communicate with the game 102 running on the computing-based device 104, in various examples there may be a separate, reduced functionality, version of the game 602 running on a separate computing- based device 604, as shown in the system 600 in FIG. 6.
  • the two versions of the game 102, 602 are the same game, extended across two different devices; although the functionality within the two versions will be very different.
  • the object 108 communicates (to share data, such as module IDs and other data) with the full game 102 and in the offline game play, the object 108 communicates (to share data, such as module IDs and other data) with the reduced game 602.
  • the full game 102 and the reduced game 602 run on separate computing devices, e.g. the full game 102 may run on a non-handheld computing device (e.g. laptop or desktop computer or non-portable games console, etc.) and the reduced game 602 may run on a handheld computing device (e.g. smartphone, portable games console, etc.), or it may run directly on the hardware comprising the modular objects which operate in a peer-to- peer manner with other hardware objects.
  • the virtual game play may only run within the full version of the game 102, or it may also run in the reduced game 602 when running on a mobile computing device which can present such a user interface (e.g. smartphone, portable games console, etc.).
  • the reduced version of the game 602 stores the updated data received from the object 108 and may enable a user to query state information stored on the object 108.
  • a physical coherent whole object or the set of modules from which it is created
  • each game may store separate information on the objects and/or the games may interact to share information about the objects, e.g. if an object is "tired” then that state may persist across games.
  • the games may be on the same platform or on different computing platforms (e.g. separate computing-based devices)
  • FIG. 7 illustrates various components of an exemplary computing-based device 700 (such as computing device 104 in FIG. 1 and 6 and computing device 604 in FIG. 6) which may be implemented as any form of a computing and/or electronic device, and on which the interactive game 702 may run.
  • the device may run more than one interactive game 802 and any object 108 may communicate with one or more games.
  • the game may be selected by the user and in other examples, the game may be determined based on the particular selection of modules assembled into the coherent physical whole 108 by the user.
  • the interactive game 702 may be the full game 102 or the reduced game 602.
  • Computing-based device 700 comprises one or more processors 704 which may be microprocessors, controllers or any other suitable type of processors for processing computer executable instructions to control the operation of the device in order to run the game.
  • processors 704 may include one or more fixed function blocks (also referred to as accelerators) which implement a part of the functionality in hardware (rather than software or firmware).
  • accelerators also referred to as accelerators
  • the functionality described herein can be performed, at least in part, by one or more hardware logic components.
  • illustrative types of hardware logic components include Field-programmable Gate Arrays (FPGAs), Program-specific Integrated Circuits (ASICs), Program-specific Standard Products (ASSPs), System-on-a-chip systems (SOCs), Complex Programmable Logic Devices (CPLDs).
  • FPGAs Field-programmable Gate Arrays
  • ASICs Program-specific Integrated Circuits
  • ASSPs Program-specific Standard Products
  • SOCs System-on-a-chip systems
  • CPLDs Complex Programmable Logic Devices
  • Platform software comprising an operating system 706 or any other suitable platform software may be provided at the computing-based device to enable application software, such as the game(s) 702 to be executed on the device.
  • Computer-readable media may include, for example, computer storage media such as memory 708 and communications media.
  • Computer storage media, such as memory 708, includes volatile and non-volatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data.
  • Computer storage media includes, but is not limited to, RAM, ROM, EPROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non- transmission medium that can be used to store information for access by a computing device.
  • communication media may embody computer readable instructions, data structures, program modules, or other data in a modulated data signal, such as a carrier wave, or other transport mechanism.
  • computer storage media does not include communication media. Therefore, a computer storage medium should not be interpreted to be a propagating signal per se. Propagated signals may be present in a computer storage media, but propagated signals per se are not examples of computer storage media.
  • the computer storage media memory 708 is shown within the computing-based device 700 it will be appreciated that the storage may be distributed or located remotely and accessed via a network or other communication link (e.g. using communication interface 710).
  • the communication interface 710 enables the computing-based device 700 to communicate with modules 106, either directly or via a network or intermediary device.
  • the communication interface 710 may use wired or wireless technology.
  • the computing-based device 700 also comprises an input/output controller 712 arranged to output display information to a display device 714 which may be separate from or integral to the computing-based device 700.
  • the display information may provide a graphical user interface.
  • the input/output controller 712 may also be arranged to receive and process input from one or more devices, such as a user input device 716 (e.g. a mouse, keyboard, camera, microphone or other sensor).
  • a user input device 716 e.g. a mouse, keyboard, camera, microphone or other sensor.
  • the user input device 716 may detect voice input, user gestures or other user actions and may provide a natural user interface (NUI). This user input may be used to select or control the game 702.
  • the display device 714 may also act as the user input device 716 if it is a touch sensitive display device.
  • the input/output controller 712 may also output data to devices other than the display device, e.g. a locally connected printing device (not shown in FIG. 7).
  • Any of the input/output controller 712, display device 714 and the user input device 716 may comprise NUI technology which enables a user to interact with the computing-based device in a natural manner, free from artificial constraints imposed by input devices such as mice, keyboards, remote controls and the like.
  • NUI technology that may be provided include but are not limited to those relying on voice and/or speech recognition, touch and/or stylus recognition (touch sensitive displays), gesture recognition both on screen and adjacent to the screen, air gestures, head and eye tracking, voice and speech, vision, touch, gestures, and machine intelligence.
  • NUI technology examples include intention and goal understanding systems, motion gesture detection systems using depth cameras (such as stereoscopic camera systems, infrared camera systems, RGB camera systems and combinations of these), motion gesture detection using accelerometers/gyroscopes, facial recognition, 3D displays, head, eye and gaze tracking, immersive augmented reality and virtual reality systems and technologies for sensing brain activity using electric field sensing electrodes (EEG and related methods).
  • depth cameras such as stereoscopic camera systems, infrared camera systems, RGB camera systems and combinations of these
  • motion gesture detection using accelerometers/gyroscopes such as stereoscopic camera systems, infrared camera systems, RGB camera systems and combinations of these
  • motion gesture detection using accelerometers/gyroscopes such as stereoscopic camera systems, infrared camera systems, RGB camera systems and combinations of these
  • accelerometers/gyroscopes such as stereoscopic camera systems, infrared camera systems, RGB camera systems and combinations of these
  • accelerometers/gyroscopes such
  • the term 'computer' or 'computing-based device' is used herein to refer to any device with processing capability such that it can execute instructions. Those skilled in the art will realize that such processing capabilities are incorporated into many different devices and therefore the terms 'computer' and 'computing-based device' each include PCs, servers, mobile telephones (including smart phones), tablet computers, set-top boxes, media players, games consoles, personal digital assistants and many other devices.
  • the methods described herein may be performed by software in machine readable form on a tangible storage medium e.g. in the form of a computer program comprising computer program code means adapted to perform all the steps of any of the methods described herein when the program is run on a computer and where the computer program may be embodied on a computer readable medium.
  • tangible storage media include computer storage devices comprising computer-readable media such as disks, thumb drives, memory etc. and do not include propagated signals. Propagated signals may be present in a tangible storage media, but propagated signals per se are not examples of tangible storage media.
  • the software can be suitable for execution on a parallel processor or a serial processor such that the method steps may be carried out in any suitable order, or simultaneously.
  • a remote computer may store an example of the process described as software.
  • a local or terminal computer may access the remote computer and download a part or all of the software to run the program.
  • the local computer may download pieces of the software as needed, or execute some software instructions at the local terminal and some at the remote computer (or computer network).
  • a dedicated circuit such as a DSP, programmable logic array, or the like.

Abstract

L'invention concerne un jeu d'ordinateur interactif qui fonctionne conjointement avec un certain nombre de modules physiques qu'un utilisateur peut relier ensemble de différentes manières de façon à former un ensemble objet physique cohérent. Le jeu reçoit des données provenant de l'objet par l'intermédiaire d'une liaison sans fil, les données identifiant au moins lesdits modules forment une partie de l'objet et mettent à jour la partie du jeu sur la base des données reçues. À un certain point dans la partie du jeu, le jeu présente un but ou objectif de l'utilisateur, l'utilisateur pouvant seulement l'obtenir par interaction avec l'objet physique formé par les modules. Dans un mode de réalisation, cette interaction comprend le ré-agencement des modules ou la permutation des modules pour former un objet ayant une apparence visuelle différente, le déplacement de tout ou d'une partie de l'objet et/ou l'interaction avec un capteur sur un module dans l'objet. Le jeu peut recevoir d'autres données provenant de l'objet pendant l'interaction d'utilisateur.
PCT/US2015/018560 2014-03-11 2015-03-04 Système de jeu pour jouets modulaires WO2015138191A1 (fr)

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EP15762353.9A EP3116614B1 (fr) 2014-03-11 2015-03-04 Système de jeu pour jouets modulaires

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US14/204,239 US9555326B2 (en) 2014-03-11 2014-03-11 Gaming system for modular toys

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CN106061568A (zh) 2016-10-26
US20150258434A1 (en) 2015-09-17
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US20170100662A1 (en) 2017-04-13
CN106061568B (zh) 2020-06-23
US10639544B2 (en) 2020-05-05
EP3116614A1 (fr) 2017-01-18
EP3116614A4 (fr) 2017-11-08
US9555326B2 (en) 2017-01-31
EP3116614B1 (fr) 2021-07-21

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